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eezstreet

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Everything posted by eezstreet

  1. That's still irrelevant. Look inside swoop_mp2.veh and see if there is a vehicle named swoop_mp2. If there is, then some PK3 has a bad vehicle in it that's breaking the chain.
  2. Then edit the .ini.
  3. Vehicle model or vehicle in the .veh file? Two different things.
  4. I don't like mushy keys. A keyboard should be cold and mechanical, not mushy and organic. If I wanted to be pushing on flesh, I'd have a different occupation for sure.
  5. eezstreet

    Nightly Builds

    Less people develop on the Mac than on the PC. Partially because there's less Mac users than PC users, partially because Mac development just plain sucks (you can knock MS all day, but VS curbstomps all other IDEs out there)
  6. They already only use the saber styles assigned to them in the .npc file. No further code is needed.
  7. @@Raz0r has this slick game engine thing
  8. You have source code on GitHub? EDIT: found it https://github.com/Stoiss/OpenJK/tree/rend2
  9. Forget it. There's way too many cooks in one kitchen for that to happen. Too many differing views on what the game should be. Or what game should even be done. Personally I'm more a fan of JK2 than JKA. What about the engine? Not a fan of UE4 either. However if you want my honest opinion, DF1 needs more of a remake than any of them. It can't even run on modern machines.
  10. Yet this model relies almost entirely on a secure environment. It assumes that nobody has tampered with the agent - it doesn't need to scan the signature at all in fact if you just hardcode what is supposed to be a correct program signature into your forged agent program.
  11. Just give it something to call it your own version. If you think you're okay with slapping your name on it, then that's what we'll think of when reviewing it.
  12. You'll need to use new textures or we can't accept it.
  13. If you change the build platform toolset to v120_xp instead of v120, it should be fine.
  14. The method your link describes is a glorified whitelist of program signatures. SAC was doing this years ago and you're implicitly talking shit about it. Not to mention that this method is easily hacked. Patch the agent program to always pass along a correct GUID. If you're going to act like an arrogant dick, then a) post your own suggestion, not somebody else's and b) post one which I won't be able to crack in 2s
  15. What if it's from a sword?
  16. Guys, people don't advertise in this section to get harassed. Keep it civil.
  17. I think you're kidding yourself if you think a GPL opensourced game can have reliable cheat protection. That is all.
  18. Yeah, you'll get the Entity Leaked error that mrwonko describes though, which isn't the same thing as a Map Leaked error.
  19. This thread has been moved from Coding and Scripts to the Clan Mod forum.
  20. I checked, and you appear to have fixed the erroneous code. tr.entNum isn't always a valid entity (sometimes it's ENTITYNUM_WORLD or possibly -1)
  21. If you pay attention, there should be a red box outline around the misc_model. As long as this doesn't intersect with any structural brushes touching the void, you'll be fine. However... When caused by a misc_model, the message can safely be ignored because it doesn't halt the compilation process prematurely.
  22. eezstreet

    Nightly Builds

    It's because it reads the arch string from your machine (Windows machines are always x86 because of the way WOW64 works). Hence, if your machine is x86_64 then it will read x86_64. The files being named wrong is a mistake of the buildbot as previously mentioned in this thread.
  23. eezstreet

    Nightly Builds

    Because it runs on x86_64 architecture. Not x86. There is a difference.
  24. Ok, maybe I lied, that bottom part is totally exactly 100% what you described to me on IRC. Hazard trooper has its own unique animations.cfg, go check it out. Small unrelated note: hazard trooper animations.cfg has an animation in it which isn't defined in the code (BOTH_CROUCHSHOOT). If you ever watch a hazard trooper shoot, they stand up and recrouch abruptly, thus is why. Unfortunately fixing in OPENJK breaks save compatibility. Lazy, lazy untested programming. ._.
  25. Errr, no, this isn't what you described to me over IRC. Anyway, I don't think it's possible at all for MP because of the weird way GLA is handled (mostly out of necessity) SP is possible and maybe within the scope of OPENJK since animations.cfg is 100% handled on the engine as opposed to MP. Will not break save compatibility either.
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